Whirlwind (Recharge 4-6) Each creature in the elemental’s space must make a dc 14 Strength saving throw. On a failure, the target takes 20 (4d8+2) bludgeoning damage and is flung up to 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object such as a wall or floor, it takes 4 (1d8) damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, target takes half the bludgeoning damage and isn’t flung away or knocked prone.